Mixed Questions
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@RoiEX I wonder if the apostrophe is ok to have in file names (I suppose not)? For example, "New York" in the xml has to be "New_York" in the file name of the image (right?). Can, instead, "Bishop's Stortford" remain as "Bishop's_Stortford" in the image file name?
Anyways, I see your point: there may be more undesirable characters than just the space, that you may have in names inside the game file (xml), and, differently from the underscore, that is clearly representing a space, they may be not so obvious to convert for visualization.
Though, I think TripleA could be fine simply disallowing all of them in names. I think the space is the only one you don't want to pass, even though, of course, you could still write "New York" as "NewYork" (not a fan).
By the way, are you aware that this system of disallowing spaces in names entirely is already partially in place? For example, you cannot have units (and other things) with spaces in them.
So, @RoiEX or any developers, can you explain me why, as a potential mapmaker, I am allowed to have a territory called "New York" in the name, calling its image file name as "New_York", while I'm forbidden having a unit called "AA Gun", and I, instead, have to call it "AAGun" or "AA_Gun", or whatever, and exactly the same as its image file name, instead?
TripleA has already a few different methods. Substantially, what I would prefer is that it goes with only one of them in all cases, preferably one that allows a better look to the final user (I think we can all agree that "New York" and "Horse Artillery" look better than "New_York" and "Horse_Artillery" or "NewYork" and "HorseArtillery", right?). Wouldn't this be at least better? But I know I'm talking mostly theorically, as I realize there would be huge compatibility issues.
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I get this error message though map still works.
line: 3097, column: 26, error: The content of element type "attachmentList" must match "(attachment)+".
Line 3097 is just </attachmentList> as usual
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@Schulz If you post a copy of the lines around line 3097. It should be pretty easy to identify the issue.
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@Schulz you most likely either have no attachments defined in the attachment list or you have something invalid defined in there.
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@Hepps Actually, the problem can be anywhere from the start to the end of the "attachmentlist".
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Is there any way to set up two combat phrases for one round for a nation like;
<step name="germanyCombatMove" delegate="move" player="Germany"/>
<step name="germanyBattle" delegate="battle" player="Germany"/>
<step name="germanyCombatMove" delegate="move" player="Germany"/>
<step name="germanyBattle" delegate="battle" player="Germany"/>
<step name="germanyPurchase" delegate="purchase" player="Germany"/>Also what would you guys think about it?
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@Schulz Have you tried it yet?
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@Schulz Yes, I believe you should be able to have 2 combat phases in the same turn.
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@redrum said in Mixed Questions:
@Schulz Yes, I believe you should be able to have 2 combat phases in the same turn.

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I've tried but didn't work.
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<step name="germany0CombatMove" delegate="move" player="Germany"/>
<step name="germanyBattle" delegate="battle" player="Germany"/>
<step name="germanyCombatMove" delegate="move" player="Germany"/>
<step name="germany2Battle" delegate="battle" player="Germany"/>
<step name="germanyPurchase" delegate="purchase" player="Germany"/>
<step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/>
<step name="germanyPlace" delegate="place" player="Germany"/>
<step name="germanyEndTurn" delegate="endTurn" player="Germany"/>These setups work without error message but units don't fight in the second combat if they already fought in the first combat.
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@Schulz My guess is units are being marked as already in combat for the round. You could try adding another EndTurn phase after the first battle phase.
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It says "not all units have enough movement" for units that engaged battle. Somethings still prevent them engaging second time.
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@Schulz
idk if it matters but did u try the second combat phase being named as the first ? without the 2 ? -
Yes, didn't work either.
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@Schulz
yea seems the stepName probably can be w/e and the "delegate" is what matters. -
@Schulz You need to use the reset property at the start of the second combat move phase (https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml#L759)
resetUnitStateAtStart = true/false at start of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default is false)So something like this:
<step name="germany0CombatMove" delegate="move" player="Germany"/> <step name="germanyBattle" delegate="battle" player="Germany"/> <step name="germanyCombatMove" delegate="move" player="Germany"> <stepProperty name="resetUnitStateAtStart" value="true"/> </step> <step name="germany2Battle" delegate="battle" player="Germany"/> <step name="germanyPurchase" delegate="purchase" player="Germany"/> <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/> <step name="germanyPlace" delegate="place" player="Germany"/> <step name="germanyEndTurn" delegate="endTurn" player="Germany"/> -
They can attack then move friendly territories right now but still can't attack twice. It says "cannot blitz out of a battle into enemy territory" though their blitz ability is enabled.
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@Schulz Is the unit in an enemy territory already? Can you show a screenshot?
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